X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fambientocclusion.cpp;h=cb4bc9d29ff381685e37c713aa8fd9d2200942b9;hb=8ec12629c4808588b0eaef88147e22fa658ac990;hp=5aba53dde9231b02decd1bf302d04f0ada796cac;hpb=072bbbd579cb82b4571cbb6babebe6e5ea498356;p=libs%2Fgl.git diff --git a/source/ambientocclusion.cpp b/source/ambientocclusion.cpp index 5aba53dd..cb4bc9d2 100644 --- a/source/ambientocclusion.cpp +++ b/source/ambientocclusion.cpp @@ -2,6 +2,7 @@ #include #include "ambientocclusion.h" #include "blend.h" +#include "renderer.h" #include "shader.h" #include "tests.h" @@ -9,18 +10,12 @@ namespace Msp { namespace GL { AmbientOcclusion::AmbientOcclusion(unsigned w, unsigned h, float depth_ratio): + occlude_target(w, h, (RENDER_COLOR,RGB)), occlude_shader("ambientocclusion_occlude.glsl"), combine_shader("ambientocclusion_combine.glsl"), quad(get_fullscreen_quad()) { - occlusion.storage(RGB, w, h); - occlusion.set_min_filter(NEAREST); - occlusion.set_mag_filter(NEAREST); - occlusion.set_wrap(CLAMP_TO_EDGE); - fbo.attach(COLOR_ATTACHMENT0, occlusion, 0); - fbo.require_complete(); - - combine_texturing.attach(2, occlusion); + combine_texturing.attach(2, occlude_target.get_target_texture(RENDER_COLOR)); rotate_lookup.storage(RGBA, 4, 4); rotate_lookup.set_min_filter(NEAREST); @@ -66,26 +61,24 @@ void AmbientOcclusion::set_darkness(float darkness) occlude_shdata.uniform("darkness", darkness); } -void AmbientOcclusion::render(const Texture2D &color, const Texture2D &depth) +void AmbientOcclusion::render(Renderer &renderer, const Texture2D &color, const Texture2D &depth) { occlude_texturing.attach(0, depth); combine_texturing.attach(0, depth); combine_texturing.attach(1, color); - Bind bind_mesh(quad); - { - BindRestore bind_fbo(fbo); - Bind bind_tex(occlude_texturing); - Bind bind_shader(occlude_shader); - occlude_shdata.apply(); - quad.draw(); + Renderer::Push push(renderer); + BindRestore bind_fbo(occlude_target.get_framebuffer()); + renderer.set_texturing(&occlude_texturing); + renderer.set_shader_program(&occlude_shader, &occlude_shdata); + quad.draw(renderer); } - Bind bind_tex(combine_texturing); - Bind bind_shader(combine_shader); - combine_shdata.apply(); - quad.draw(); + Renderer::Push push(renderer); + renderer.set_texturing(&combine_texturing); + renderer.set_shader_program(&combine_shader, &combine_shdata); + quad.draw(renderer); } } // namespace GL